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Originally Posted by Red_1999
OK then. In the initial post I mentioned putting neutronium armor in as a stacking resist.
In terms of the resist I've managed to coax it up to 39.2% for all damage types with three blue Mk XI consoles.
Is this math flawed? I realized that dumping armor consoles into your ship is not a panacea, but I thought it would do at least SOME good. Is it somehow ignoring the strengthening provided by the armor? Would I be better served swapping one or more of these consoles out in hopes of better protection with something else?
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I'm not saying it doesnt mitigate damage. I'm saying that you cant expect to hull tank because said hull resists are too small compared to the huge amount of damage thats coming in.
A photon torpedo generally crits for around 10,000 damage. Thats a single torpedo fired at you with no damage boost. Take 39.2% off that. The armor saves you from 3920 damage. You take 6080 to the hull.
That is a LOT of damage. A ship with lots of hull HP has around +-~ 50k hull. It would take 8 such torpedos to destroy such a ship.
If you look at your combat spam, when you're getting fired upon you rarely receive just 1 torpedo to the hull at a time.. you get showered with them either from multiple ships firing at you or from a torpedo volley thrown your way. Bear in mind also that if you lower your speed to turn or get held by a tractor for the second or two the torpedo hits you , your defense rating is signficantly reduced which almost guarantees a critical hit.
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Originally Posted by Pottsey
Your post is wrong for a lot of reasons.
First hull heals are larger then shield heals. So if " the incoming damage to hull is too great for 2 hull heals to keep up with." then the damage is also to great for shields to keep you alive.
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Shields have innate damage reduction to kinetic damage (almost 50% if memory serves me right) can be rotated by turning ship or equalizing shields. Yes, hull heals are larger than shield heals but the damage to the hull is also significantly higher so in a % based the shield and hull heals are not that different.
Federation cruisers and science ships generally fly with something between 12 to 15k shields PER FACING. If you keybind equalize shields to a lot of your constant-click keyboard actions (like turn ship, fire weapons, etc) you literally force anyone attackign you to have to munch through 12-15k shield x4 (48-60k shields) which is precisely the same range (if not more) of hitpoints heavily hulled ships have.
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" Hulls dont have anything equivalent to that. Its only got a 3X bigger HP pool, no natural regen to speak of and no means to rotate damage around as hull is just the hull."
Wrong on both counts. First there is a equivalent to that as I have something like 20 to 30% resistance with zero gear. Also hulls have natural regen and ways to boost it like giveing all your boffs leadership. Each one stacks towards natural hull regen. You can have more than x3 bigger hitpoint pool I think my ship is around x6 hitpoints over shields and I have similar resistance to shields with my hull around 60% to 70% resistance and far larger heals.
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See above. Also, the hull natural regen only kicks in outside of combat. If you had noticed, while in combat your crew's natural regen bonus cuts to a single digit percent. A few torpedo hits to the shields and your crew is mostly dead or incapacitated (since torpedo kills crews based on a percentage not even the 4000-crew klingon carrier has people alive after a volley hits it). Dont believe me? Get all your leadership stacked ship in a challenge with anyone to test it. Unequip your ship shields and let the other guy drop you to 20% hull. Equip crew survival modules if you want to see how insignificant the crew-based hull regen is while you're under red alert.
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Armor stacking does work, you are wrong. I can tank a ship with zero shields and just armor. You keep mentioning shields take half damage from torpedo's but so does a decent hull setup. All torpdeos that hit me doo well under half damage. Only instead of having 10k hitpoints I have 60k ish. I can take a 100k hit and live while a shield tanker dies in 1 shot.
Armor tanking is superior to shield tanking both from a math point of view and in game. (at least with cruisers, not so sure about Escorts)
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Of course it works. My point is the incoming damage is too high and too constant for your hull heal timers to compensate for. The resists you speak of achieving are only done through abilities like polarize hull and brace for impact (and others) stacking on top of the resists your armor modules give you. The hard cap for any resists is 75%.
The bulk of your resists are on a timer. Most of them have 30 to 45 second timers and the resist itself functions only for 10 to 15 seconds average. Your hull heals also give resists for a timer shorter than their re-use timer is.
The point is.. if you slip up on keeping your resists up you're toast. Hull does not have a secondary means of regaining hitpoints whereas shields have the advantage of equalizing/rotating them and their regen is significantly increased by almost all shield heal abilities. If the shield is dropped there is still the hull plus the armor resists it has from abilities and modules. Hull tanking by itself is not a good idea. A hybrid shield-focused with armor-as-backup tank works a lot better.